So the game runs a simulation under the hood and my goal is to slowly build up it's complexity over time, talking to players about what mechanics they find interesting / fun to focus on initially =)...
The global market is modelled like a stock market, it's still very primitive, but the companies and organisations in it have their earnings driven by spending activities of agents in the system.
I'm working on also having these agents also acting locally against more commodity like goods, which provides local a more local market as well.
The real fun comes in when my demand system get's hit with the effects of supply chain, I'm still trying to work out good levers to give players so that they can interact with the underlying sim. Well more than hire a bunch of adventurers to set the local docks on fire anyway... ;)
This will allow for two main ways to play: 1) trading against the market and if players want to build bots to do this, have at it, just be polite to the server... Heck if there's enough demand I'm happy to bring trading bots into the game universe. 2) Travelling from location to location to trade against the local markets, I've got some ideas for maintaining limited information, but to be honest we'll see what's fun =)...
The server itself is currently running in "alpha" mode, what that means is that anyone who registers an account has their details stored, but their character data is ephemeral and gets reset when the server is rebooted.
I'm of mixed minds whether to have the game still run in "ages" where the world does get periodically reset, so players get a history of how they did, sort of like a high score board/achievements, or to keep data around. I'm more leaning to the first, but it's hard to say whether players will like that =)...
There's more that I've thought about, but to be honest I'd rather walk before I can run ;)...